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CaptainBacon - Chemical Wolf

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CaptainBacon94

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3 comments

  1. yoyoma3010
    yoyoma3010
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    Hate to be the bearer of bad news, but I don't think you can remove the level requirements from perks as you have.

    You'll find that if you go to the workbench, the game will freeze/hang.

    I had this issue when I was testing my perk/leveling overhaul. Perks generally need to be level 1 and every rank needs to increase the level requirement by at least 1.

    This is why many mods that delevel the perks have to start from 1 and increase level requirement per rank.
    1. CaptainBacon94
      CaptainBacon94
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      Have you confirmed this issue while using my mod?

      I'm using it and have never had this problem.
    2. yoyoma3010
      yoyoma3010
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      I can confirm it doesn't appear to be an issue with this mod, but I only did brief testing. Also, you still gated armorsmith and blacksmith, so that may have helped to prevent it. Gun Nut also has Level 1 for 3 of its ranks, so that may have helped as well. 

      I got the workbench glitch when I set all level requirements for ranks to 0, this was especially true on Gun Nut. You may be fine, or you may not, it needs more extensive testing. 

      There may be other glitchy behaviors. The workbench glitch I only noticed because the game froze/hung. I didn't notice issues with other perks, but I didn't actually get around to testing them, once I realized the engine level issue. I just added low level requirements to everything again.

      https://www.nexusmods.com/fallout4/mods/17838
      The mod above briefly discusses how making some perks have no level requirement (for all ranks) can bug them out.

      It's your mod though, so if you don't notice any issues pop off, that's that. I just know there's an engine level issue with having level 0 for multiple ranks of a perk.

      Side note: players will reach level 4-5 very easily in a playthrough. Even if you gate with level that low, it's hardly really a gate.